init
commit
5d9444dd13
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default
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dofile(minetest.get_modpath("basic_layout").."/mazes.lua")
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dofile(minetest.get_modpath("basic_layout").."/roads.lua")
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-- Copyright 2016 rnd
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <http://www.gnu.org/licenses/>.
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----------------------------------------------------------------------------------------------------------
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-- maze generation
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-- http://en.wikipedia.org/wiki/Maze_generation_algorithm#Depth-first_search, recursive backtracker
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-- representation of node coordinate (row,coloumn)=(i,j) -> (i-1)*n+j, i=1..n, j=1...m
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-- representation of walls: below node k --> k, left of node k --> k+m.n
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-- good overview of maze generation algorithms using javascript/html5
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-- http://www.jamisbuck.org/presentations/rubyconf2011/index.html#recursive-backtracker
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-- helper functions
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--stack in lua
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local stack={};
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function stack.push(s,e) s[#s+1]=e end
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function stack.pop(s) local r = s[#s];s[#s]=nil;return r end
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--function table2string(s) local r = ""; for i,v in pairs(s) do r = r.. " ["..i.."]=".. v ; end return r end
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function maze_deep_first_search(m,n,start,seed) -- returns a table of strings representing line renders
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local steps,maxsteps; steps= 0; maxsteps = 999999;
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local maze = {}
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maze.m = m; maze.n = n;
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maze.unvisited = {};maze.stack = {}; maze.walls = {};
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maze.free = maze.m*maze.n;
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local i,j,k
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local nb,wall -- unvisited neighbbors, walls
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--init structures
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for i=1,maze.m do
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for j =1,maze.n do
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k=(i-1)*maze.n+j;maze.unvisited[k]=true -- initially all cells unvisited
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maze.walls[k]=true;maze.walls[k+maze.n*maze.m]=true; -- walls are there
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end
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end
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math.randomseed(seed)
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maze.current = start
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maze.unvisited [ maze.current ] = false;
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maze.free = maze.free-1; maze.stack[1+#maze.stack] = maze.current
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while maze.free>0 and steps<maxsteps do -- main loop
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steps=steps+1
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-- check current node neighbors
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k=maze.current
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j = k % maze.n;i=math.ceil(k/maze.n); -- get coords back from index
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if j==0 then j = maze.n end
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--print("coords current node "..k .. " = " .. i .. " " ..j)
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nb={};wall={}-- check unvisited neighbors & wall removals
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if i>1 then -- down
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k=(i-2)*maze.n+j; if maze.unvisited[k] then wall[#wall+1]=k+maze.n;nb[#nb+1]=k end
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end
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if i<maze.m then -- up
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k=(i)*maze.n+j; if maze.unvisited[k] then wall[#wall+1]=k;nb[#nb+1]=k end
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end
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if j<maze.n then --right
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k=(i-1)*maze.n+j+1; if maze.unvisited[k] then wall[#wall+1]=k+maze.n*maze.m; nb[#nb+1]=k end
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end
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if j>1 then --left
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k=(i-1)*maze.n+j-1; if maze.unvisited[k] then wall[#wall+1]=k+1+maze.n*maze.m;nb[#nb+1]=k end
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end
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--print(" unvisited neighbors " .. table2string(nb))
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if (#nb)>0 then -- if unvisited neighbors, choose random one as next current node
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stack.push(maze.stack,maze.current) -- remember previous current node
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k=math.random(#nb); -- pick random unvisited neighbor
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maze.walls[wall[k]]=false; -- remove wall
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--print(" removed wall ".. wall[k])
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k=nb[k];
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maze.current = k; -- new current cell
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maze.unvisited[k]=false; maze.free = maze.free-1 -- one less unvisited
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--print("new explore " .. k);
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elseif (#maze.stack)~=0 then -- no unvisited neighbors, backtrack using stack
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maze.current = stack.pop(maze.stack)
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--print("backtrack to "..maze.current)
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else -- even stack is empty, just pick random unvisited cell
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k = math.random(maze.free); j=1;
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for i =1,maze.m*maze.n do
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if maze.unvisited[i] then
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if j==k then k=i; break end -- pick node
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j=j+1
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end
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end
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--print(" stack empty, random pick " ..k)
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maze.current=k;maze.unvisited[k]=false; maze.free = maze.free -1;
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end
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end -- of do
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-- render maze with chars, row by row
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maze.ret = {};
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local hor;local vert;
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local wall = "1"
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for i=1,maze.m do
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hor="";vert="";
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k= (i-1)*maze.n;
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-- horizontal
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for j = 1, maze.n do
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k=k+1;
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-- if maze.walls[k+maze.n*maze.m] then vert=vert.."X." else vert=vert.. "0." end
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-- if maze.walls[k] then hor=hor.."XX" else hor=hor.."X0" end
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if maze.walls[k+maze.n*maze.m] then vert=vert..wall.."0" else vert=vert.. "00" end
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if maze.walls[k] then hor=hor..wall..wall else hor=hor..wall.."0" end
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end
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maze.ret[1+#maze.ret]=hor..wall;maze.ret[1+#maze.ret]=vert..wall;
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end
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maze.ret[1+#maze.ret] = string.rep(wall,2*maze.n+1)
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return maze.ret
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end
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-- RUN PROGRAM
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-- local maze=maze_deep_first_search(10,30,1,2015)
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--for _,v in pairs(maze) do print(v) end
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minetest.register_chatcommand("maze", {
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description = "/maze (optional m,n,start,seed) generates maze at players position, directed towards positive x,z axix",
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privs = {kick = true},
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func = function(name, param)
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local m,n,start, seed
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if param == "" then m=10;n=10;start=1;seed=1 else
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local words = {}; local word
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for word in param:gmatch("%w+") do words[1+#words]= word end
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if words[1]~=nil then m = tonumber(words[1]) else m = 10 end
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if words[2]~=nil then n = tonumber(words[2]) else n = 10 end
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if words[3]~=nil then start = tonumber(words[3]) else start = 1 end
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if words[4]~=nil then seed = tonumber(words[4]) else seed = 1 end
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end
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if m*n>1000000 then minetest.chat_send_player(name, "limit maze size to 1000000 cells") return end
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local player = minetest.env:get_player_by_name(name); if player==nil then return end
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local pos = player:getpos();local p
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local maze=maze_deep_first_search(m,n,start,seed) -- m,n,start,seed
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local i,j,k;local p = {x=pos.x,y=pos.y,z=pos.z};
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--render
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for i,v in pairs(maze) do
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p.x = pos.x+i
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for k = 1,string.len(v) do
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p.z=pos.z+k
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if string.sub(v,k,k)=="1" then
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minetest.set_node(p,{name="basic_layout:stone_maze"})
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else minetest.set_node(p,{name="air"})
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end
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end
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end
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end,
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})
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minetest.register_node("basic_layout:glass_maze", {
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description = "maze_glass",
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drawtype = "glasslike_framed_optional",
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tiles = {"maze_glass.png"},
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inventory_image = minetest.inventorycube("maze_glass.png"),
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paramtype = "light",
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sunlight_propagates = true,
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is_ground_content = false,
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groups = {immortal = 1,disable_jump=1},
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sounds = default.node_sound_glass_defaults(),
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})
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minetest.register_node("basic_layout:stone_maze", {
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description = "maze_wall",
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tiles = {"default_brick.png"},
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is_ground_content = true,
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groups = {immortal = 1,disable_jump=1},
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legacy_mineral = true,
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sounds = default.node_sound_stone_defaults(),
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on_rightclick = function(pos, node, player, itemstack, pointed_thing)
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local name = player:get_player_name(); if name == nil then return end
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if minetest.is_protected(pos, name) then
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return
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end
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local player_inv = player:get_inventory()
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if player_inv:room_for_item("main", {"basic_layout:stone_maze"}) then
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player_inv:add_item("main", "basic_layout:stone_maze")
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minetest.remove_node(pos) -- remove bones
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end
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end
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})
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@ -0,0 +1,149 @@
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-- ROAD LAYOUT GENERATOR by rnd
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-- Copyright 2016 rnd
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <http://www.gnu.org/licenses/>.
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local layout = {};
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layout.cells = {}; -- list of cells, each cell will be {x1,z1,x2,z2,mark}, mark = true means cell is to be removed
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layout.roads = {}; -- road list, each road {x1,z1,x2,z2}
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layout.pos = {x=0,y=0,z=0}; -- where to put it
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-- SETTINGS
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layout.height = 200; -- dimension of outer box
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layout.width = 200;
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layout.minheight = 5; -- smallest dimension of cell
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layout.minheightupper = 100;
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layout.minwidth = 5;
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layout.minwidthupper = 100;
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layout.excludeprobability = 0.8;
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-- END OF SETTINGS
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layout.subdivide = function ( cell_index )
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local cell = layout.cells[cell_index];
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local x1 = cell[1]; local z1 = cell[2]; local x2 = cell[3]; local z2 = cell[4];
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local nz, nx,vertically,horizontaly;
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vertically=false;horizontaly=false;
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local minheight = layout.minheight+(layout.minheightupper-layout.minheight)*math.random();
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local minwidth = layout.minwidth+(layout.minwidthupper-layout.minwidth)*math.random();
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if z2-z1<layout.height*0.25 and z2-z1>0.1*layout.height then -- chunks of certains size get discarded
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if math.random()<layout.excludeprobability then return false end -- discard
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end
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if z2-z1>2*minheight then -- can subdivide vertically
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--z1+layout.minheight,z2-layout.minheight
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nz = z1+minheight+math.random()*(z2-z1-2*minheight);
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vertically=true;
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table.insert(layout.roads,{x1,nz,x2,nz});
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end
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if x2-x1>2*minwidth then -- can subdivide horizontaly
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nx = x1+minwidth+math.random()*(x2-x1-2*minwidth);
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horizontaly=true;
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table.insert(layout.roads,{nx,z1,nx,z2});
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end
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if horizontaly then -- add new cells
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if vertically then -- horizontally and vertically
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table.insert(layout.cells,{x1,z1,nx,nz,false});
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table.insert(layout.cells,{nx,z1,x2,nz,false});
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table.insert(layout.cells,{x1,nz,nx,z2,false});
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table.insert(layout.cells,{nx,nz,x2,z2,false});
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else -- horizontally
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table.insert(layout.cells,{x1,z1,nx,z2,false});
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table.insert(layout.cells,{nx,z1,x2,z2,false});
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end
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else
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if vertically then -- vertically
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table.insert(layout.cells,{x1,z1,x2,nz,false});
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table.insert(layout.cells,{x1,nz,x2,z2,false});
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else
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return false; -- no subdivide possible
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end
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end
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layout.cells[cell_index][5] = true; -- mark cell for removal
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return true;
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end
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layout.iterate = function ()
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local not_finished = false;
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for i = 1, #layout.cells do -- try subdivide all cells in cell list
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if layout.subdivide(i) then not_finished=true end -- at least one remains to be subdivided
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end
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-- remove cells scheduled for removal
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for i = #layout.cells, 1, -1 do -- remove from back to start to prevent idx messup after removal
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if layout.cells[i][5] then table.remove(layout.cells,i) end
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end
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return not_finished; -- if false then its finished
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end
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layout.generate = function ()
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layout.cells = {{0,0,layout.width,layout.height}};
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layout.roads = {};
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local not_finished = true;
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while not_finished==true do
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not_finished=layout.iterate();
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end
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end
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-- JUST FOR TEST RENDERING IN THE WORLD
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minetest.register_chatcommand("road", {
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description = "/road seed, will generate and render layout of roads starting at player position",
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privs = {
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interact = true
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},
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func = function(name, param)
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local player = minetest.get_player_by_name(name);
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local pos = player:getpos();
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layout.pos = pos;
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math.randomseed(tonumber(param) or 1);
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local t = os.clock();
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layout.generate();
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local t = os.clock()-t;
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local road,length,dir;
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minetest.chat_send_all("#ROAD LAYOUT GENERATOR: number of roads " .. #layout.roads .. " generation time " .. t .. " seconds ");
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-- rendering
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for i = 1,#layout.roads do
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road = layout.roads[i];
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--minetest.chat_send_all("road " .. i .. " : " .. road[1] .. " " .. road[2] .. " " .. road[3] .. " " .. road[4])
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length = road[3]-road[1] + road[4]-road[2];
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dir = {x=(road[3]-road[1])/length,y=0,z=(road[4]-road[2])/length};
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for j=1,length do
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minetest.set_node({x=pos.x+road[1]+dir.x*j,y=pos.y+dir.y*j,z=road[2]+pos.z+dir.z*j},{name = "default:diamondblock"});
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end
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end
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end
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});
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minetest.register_chatcommand("roadc", {
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description = "/roadc, will clear render of previously made layout ",
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privs = {
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interact = true
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},
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func = function(name, param)
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local pos = layout.pos;
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for i = 1,#layout.roads do
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road = layout.roads[i];
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--minetest.chat_send_all("road " .. i .. " : " .. road[1] .. " " .. road[2] .. " " .. road[3] .. " " .. road[4])
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length = road[3]-road[1] + road[4]-road[2];
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dir = {x=(road[3]-road[1])/length,y=0,z=(road[4]-road[2])/length};
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for j=1,length do
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minetest.set_node({x=pos.x+road[1]+dir.x*j,y=pos.y+dir.y*j,z=road[2]+pos.z+dir.z*j},{name = "air"});
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end
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end
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end
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});
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Loading…
Reference in New Issue